4,217 research outputs found
IOT Bracelets for Guiding Blind People in an Indoor Environment
Every day, we engage in a variety of activities such as shopping, reading, swimming, and so on. Many people in our community, however, are unable to participate in such activities, due to a variety of eye problems. Directing a blind person to the optimal position (the center of a spot where there is enough space in all directions such that a blind person avoids various obstacles) is a challenge. This paper proposes wireless bracelets that are able to guide a blind person to the optimal position. The proposed system employs ultrasonic sensors in order to detect various obstacles in an indoor environment. It also makes use of the Firebase database and NodeMCU WiFi module to enable real-time communication with a blind individual. Furthermore, the suggested system includes a novel fall-detection mechanism. The proposed Internet of Things (IoT) system is evaluated in an indoor environment. Experiment results showed that the proposed system could efficiently direct a blind person to the optimal position. In comparison to the current state of the art, the proposed system is simpler, less expensive, and more efficient in determining the optimal position to which a blind person must navigate
Using Wii technology to explore real spaces via virtual environments for people who are blind
Purpose - Virtual environments (VEs) that represent real spaces (RSs) give people who are blind the opportunity to build a cognitive map in advance that they will be able to use when arriving at the RS. Design - In this research study Nintendo Wii based technology was used for exploring VEs via the Wiici application. The Wiimote allows the user to interact with VEs by simulating walking and scanning the space. Finding - By getting haptic and auditory feedback the user learned to explore new spaces. We examined the participants' abilities to explore new simple and complex places, construct a cognitive map, and perform orientation tasks in the RS. Originality – To our knowledge, this finding presents the first virtual environment for people who are blind that allow the participants to scan the environment and by this to construct map model spatial representations
WAYFINDING AID FOR THE ELDERLY WITH MEMORY DISTURBANCES
A global increase in aging population, combined with a growing number of people with dementia, creates new challenges to develop guiding technology for people with memory disturbances in their daily activities. In this study we have tested the prototype of a wayfinding aid using predefined routes. The orientation advice was given through three modalities, visual, audio and tactile signals, two of which were used at a time. Nine subjects, aged 59–90 years (with a median age of 84 years) participated in the user study at a rehabilitation unit in Pyhäjärvi, Finland. Their severity of dementia ranged between mild and severe, and walking abilities ranged from “frail to hobby skier”. In addition, two elderly persons were recruited as control subjects. In most cases, the orientation with the wayfinding aid on predefined routes succeeded, with a few misinterpretations. The most common difficulties included: straying from the defined route, finding the right door, and the attractions of real-life context like other people. The severity of dementia didn’t seem to predict success in orientation with the wayfinding aid. Using the landmarks wasn’t as successful as using “left”, “right” and “go straight on” commands as the wayfinding advice
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Design Opportunities for Assistive and Social Technologies Situated in Space
Computers are increasingly integrated into daily environments. Human interactions with computers become inseparable from interacting with physical spaces. I take a qualitative research approach to consider space as an integral part of understanding people, leading to design opportunities for technologies situated in space. My thesis presents the design opportunities for blind assistive technology to support exploratory navigation and physically-grounded social technology for remote connections. Studying space gives insights into how users and technologies situated in space interact with one another, how users perceive the physical space, and what behavioral patterns users display around the space while using technology. The insights contribute to constructing design implications from an underexplored creative angle and shed light on how spatial scenarios dynamically change preferences and opportunities in the design of future technologies
Proceedings of the 1st joint workshop on Smart Connected and Wearable Things 2016
These are the Proceedings of the 1st joint workshop on Smart Connected and Wearable Things (SCWT'2016, Co-located with IUI 2016). The SCWT workshop integrates the SmartObjects and IoWT workshops. It focusses on the advanced interactions with smart objects in the context of the Internet-of-Things (IoT), and on the increasing popularity of wearables as advanced means to facilitate such interactions
Virtual environment navigation with look-around mode to explore new real spaces by people who are blind
Background. This paper examines the ability of people who are blind to construct a mental map and perform orientation tasks in real space by using Nintendo Wii technologies to explore virtual environments. The participant explores new spaces through haptic and auditory feedback triggered by pointing or walking in the virtual environments and later constructs a mental map, which can be used to navigate in real space. Methods. The study included 10 participants who were congenitally or adventitiously blind, divided into experimental and control groups. The research was implemented by using virtual environments exploration and orientation tasks in real spaces, using both qualitative and quantitative methods in its methodology.
Results. The results show that the mode of exploration afforded to the experimental group is radically new in orientation and mobility training; as a result 60% of the experimental participants constructed mental maps that were based on map model, compared to only 30% of the control group participants.
Conclusion. Using technology that enabled them to explore and to collect spatial information in a way that does not exist in real space influenced the ability of the experimental group to construct a mental map based on the map model
Experiencing space without vision
Ankara : Bilkent Univ., Department of Interior Architecture and Environmental Design and Institute of Fine Arts, 1997.Thesis (Master's) -- Bilkent University, 1997.Includes bibliographical references.In this study, the human body without vision, and its relation with the surrounding space, is examined. Towards this end, firstly space and the human body are briefly discussed. the sense modalities apart from vision, and the development of spatial cognition for the blind and visually impaired are examined. The environmental factors that contribute to the understanding of the surrounding built environment, and the assistive devices for this population are briefly covered. These issues stress the importance of stimulating, thus training the human body without vision to establish body and spatial awareness, and to learn to gather information from the surrounding architectural environment to be able to perform a task. To illustrate this fact, an experiment was conducted among blind and visually impaired children from the Goreneller Primary School in Ankara. The study consists of testing a game played with an educative toy and its effects on the tactual learning performance of the children.Evyapan, Naz AGZM.S
Computer Entertainment Technologies for the Visually Impaired: An Overview
Over the last years, works related to accessible technologies have increased both in number and in quality. This work presents a series of articles which explore different trends in the field of accessible video games for the blind or visually impaired. Reviewed articles are distributed in four categories covering the following subjects: (1) video game design and architecture, (2) video game adaptations, (3) accessible games as learning tools or treatments and (4) navigation and interaction in virtual environments. Current trends in accessible game design are also analysed, and data is presented regarding keyword use and thematic evolution over time. As a conclusion, a relative stagnation in the field of human-computer interaction for the blind is detected. However, as the video game industry is becoming increasingly interested in accessibility, new research opportunities are starting to appear
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